If you've spent any time scripting in Studio, comparing roblox runservice heartbeat vs renderstepped is something you've likely had to do once you realized wait() just wasn't cutting it. It's one of those fundamental concepts that separates beginners from developers who actually understand how the engine ticks. While they might seem like they do the exact same thing—running code every single frame—choosing the wrong one can lead to jittery movement, input lag, or a game that feels like it's running through molasses.
The truth is, both of these events are part of the RunService, which is basically the heartbeat of your game. It handles all the behind-the-scenes logic that happens every time a frame is processed. But the timing of when they fire within that frame is what really matters. Let's break it down so you can stop guessing and start coding with intent.
The Inner Workings of the Frame Loop
Before we get into the nitty-gritty of which one to pick, we need to talk about what's actually happening inside a single frame of a Roblox game. It's easy to think of a frame as a single "blink," but it's actually a sequence of events.
First, the engine processes input (like you pressing a key). Then, it handles animations. After that, it does some internal engine stuff, then it renders the scene, then it handles physics. This cycle repeats 60 times a second (or more, if you've got a high-refresh-rate monitor and the right settings).
When you hook a function to RenderStepped or Heartbeat, you're basically telling Roblox, "Hey, at this specific point in the cycle, run my code."
What Exactly is RenderStepped?
RenderStepped is the high-priority, client-only event. It fires every single frame, but the catch is that it happens before the frame is actually rendered to the player's screen.
Because it happens before the render, it's incredibly powerful for anything visual. If you're making a custom first-person camera or a piece of UI that needs to follow the mouse perfectly, this is your go-to. If you tried to use something else for a camera, you'd likely notice a tiny bit of "ghosting" or delay where the camera feels like it's dragging behind the player's actual movement.
However, there's a massive "but" here. Because RenderStepped happens before the frame is drawn, the engine has to wait for your code to finish before it can show the player the next frame. If you put a heavy, math-intensive script inside a RenderStepped connection, you will tank the player's FPS. You're essentially holding the rendering process hostage.
Wait, why is it client-only? Since the server doesn't have a screen and doesn't "render" anything in the traditional sense, RenderStepped simply doesn't exist on the server. If you try to use it in a Script (Server-side), it'll throw an error and your game will break. It's strictly for LocalScripts.
Heartbeat: The Reliable Workhorse
Now, let's talk about Heartbeat. Unlike its picky sibling, Heartbeat fires after the physics simulation has finished for that frame. It's available on both the client and the server, making it much more versatile for general game logic.
Since Heartbeat happens after the physics step, it doesn't block the rendering process in the same way. It's much more "forgiving." If your code takes a few extra milliseconds to run, it might affect the overall frame rate, but it won't cause that immediate, jarring input lag that a bloated RenderStepped function would.
In most cases, if you're wondering which one to use, the answer is usually Heartbeat. Whether you're checking if a player is within range of a shop, updating a cooldown timer, or moving a non-essential part, Heartbeat is the safer, more optimized choice.
Key Differences at a Glance
If we're looking at roblox runservice heartbeat vs renderstepped, we can boil the differences down to a few main points:
- Timing:
RenderSteppedhappens before the frame is rendered.Heartbeathappens after physics are calculated. - Location:
RenderSteppedis client-side only.Heartbeatworks on both the client and the server. - Performance:
RenderSteppedcan block rendering and cause visual lag if your code is heavy.Heartbeatis less likely to cause that specific type of input stutter. - Usage: Use
RenderSteppedfor cameras and character-attached visuals. UseHeartbeatfor everything else.
What About Stepped?
I'd be doing you a disservice if I didn't mention Stepped. It's the third sibling in the RunService family. It fires before the physics simulation. If you're doing something that needs to interact with Roblox's physics engine—like applying a force to a part right before it moves—Stepped is actually the one you want. But for the sake of the roblox runservice heartbeat vs renderstepped debate, we usually focus on the other two because they cover 90% of use cases.
When to Use RenderStepped
Let's get practical. You should reach for RenderStepped in very specific scenarios:
- Custom Cameras: If you're making a cutscene system or an over-the-shoulder camera, you want the camera's CFrame to update exactly when the frame does. If it's even a millisecond off, the movement will look jittery.
- Character Transparency: If you're making a first-person game and you want to hide the player's head so it doesn't clip into the camera, doing this in
RenderSteppedensures the head is gone before the frame is drawn. - Mouse-Follow UI: If you have a custom cursor or a tooltip that follows the mouse,
RenderSteppedkeeps it pinned to the pointer perfectly.
When to Use Heartbeat
For almost everything else, use Heartbeat. Here are some common examples:
- Server-Side Logic: Since
RenderSteppedisn't an option on the server, any loop that needs to run every frame (like a custom projectile system or NPC pathfinding updates) should useHeartbeat. - Basic Movement: If you're moving a platform or a spinning coin,
Heartbeatis more than enough. The user won't notice the tiny timing difference, and your game will run better for it. - Raycasting for Weapons: If you're checking for hits with a sword or a gun, doing it on
Heartbeatis generally the standard practice.
The Performance Trap
One of the biggest mistakes I see new scripters make is putting everything in RenderStepped because they think it makes the game "smoother." In reality, they're doing the opposite.
Think of your frame as a budget. You have about 16.6 milliseconds to get everything done if you want to stay at 60 FPS. If your RenderStepped function takes 10 milliseconds because you're doing complex math or searching through the workspace, you've only left 6 milliseconds for everything else. This leads to "micro-stuttering," where the game looks like it's skipping frames even if the FPS counter says it's okay.
Heartbeat is much more chill. It says, "Okay, the important stuff (rendering and physics) is done, now let's run this extra logic." It's much better for the overall health of your game.
Common Myths
I've heard people say that RenderStepped is "faster" than Heartbeat. That's not really true. They both fire at the same frequency (the frame rate). The only difference is the order in which they fire. Neither is inherently faster; one is just more "urgent" than the other.
Another myth is that you should never use RenderStepped. That's also wrong. It exists for a reason! Without it, we wouldn't have the smooth custom cameras that make some Roblox games look like triple-A titles. The key is just using it sparingly.
Wrapping It Up
Choosing between roblox runservice heartbeat vs renderstepped doesn't have to be a headache. Just remember this simple rule of thumb: If you're updating the camera or something the player is directly looking at on the client, use RenderStepped. For literally everything else—especially if it's on the server—stick with Heartbeat.
By moving as much logic as possible to Heartbeat, you're giving the rendering engine room to breathe, which results in a much smoother experience for your players. It might seem like a small detail, but these are the kinds of optimizations that separate a buggy "laggy" game from a polished professional one.
So, next time you're about to type RunService.RenderStepped:Connect, just pause for a second and ask yourself: "Does this really need to happen before the frame renders?" If the answer is no, do yourself a favor and use Heartbeat instead. Your players (and their frame rates) will thank you.